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wedge2211

Latest Posts

Page: 21 of 51
Posted in: nodraw texture missing
 wedge2211
06-03-2004, 10:14 AM
#3
Yep. Also, FYI, a file search won't get it because "nodraw" is a shader, and is specified inside another file - system.shader, I believe....  [Read More]
Posted in: Cliff...
 wedge2211
06-02-2004, 4:28 PM
#13
How about these? All are default game models. models/map_objects/desert/t_swall_50.md3 (http://www.map-review.com/images/jamodels/desert/t_swall_50.jpg) models/map_objects/desert/t_swall_new_50.md3 (http://www.map-review.com/images/jamodels/desert/t...  [Read More]
Posted in: Sounds don't work.
 wedge2211
06-01-2004, 8:51 PM
#2
As soon as the sound is supposed to play in-game, open the console. Get any errors?...  [Read More]
Posted in: Link for new GtkRadiant
 wedge2211
06-01-2004, 8:50 PM
#3
I was about to just answer his question, but then, lassev, I realized, how would he ever learn for himself? Google it, man...or even search these forums!...  [Read More]
Posted in: lighting question
 wedge2211
05-31-2004, 9:19 PM
#2
ALL your entities need to be INSIDE the hull of structural brushes surrounding your map. If you click File > Pointfile... from the GtkRadiant menu, you'll get a red line that traces from the first entity that the compiler saw through the leak out...  [Read More]
Another idea: Make a trigger_once covering the whole level, and target it at two entities: -A target_speaker, global, noise = first song -A func_timer, wait time = length of second song Target the func_timer at a second target_speaker, global, no...  [Read More]
Posted in: Real Doors
 wedge2211
05-29-2004, 2:13 PM
#12
I wonder if it's possible to make an antiportal brush into a func_usable and bury it within the doors, then just toggle it with the doors? Probably a silly idea......  [Read More]
Posted in: Desperately seeking shader help
 wedge2211
05-27-2004, 4:46 PM
#3
It's that "glow" line that is key. This creates what you see in-game when you look at a glowy shader. One thing...some people's machines don't do dynamic glow. One thing you can try (GothiX probably could have bet you money that I would sa...  [Read More]
Posted in: lighting up a cityscape
 wedge2211
05-27-2004, 4:49 PM
#18
Can you repeat the sunExt line? Some neat effects can be achieved with two entity suns, and I'm wondering if that's also possible here....  [Read More]
Posted in: lighting up a cityscape
 wedge2211
05-25-2004, 1:05 PM
#4
How 'bout light-emitting shaders as windows?...  [Read More]
Posted in: Error: Can't compile map
 wedge2211
05-25-2004, 11:17 PM
#7
Compiles come in three stages: BSP converts the .map file into a .bsp file and a .srf file. If the map leaks, you will also get a .lin file. VIS reads visibility information into the .bsp file and can optionally output a .prt file. LIGHT reads lig...  [Read More]
Posted in: Sorry About this -Newbie needing help!
 wedge2211
05-21-2004, 4:29 PM
#5
One thing you mentioned that Wade didn't touch on: Originally posted by Cotty1 The problem is, and i know i might get flamed for this, but does it mean that if i bsp the map file, this can be used within the game? In GtkRadiant, you edit .map fil...  [Read More]
Posted in: Models
 wedge2211
05-19-2004, 7:59 PM
#2
When you open the entity window (by pressing the N key with an entity selected), you should see two text boxes at the bottom labelled "Key" and "Value." These are what's referred to in that instruction. If you don't see the model...  [Read More]
Posted in: See if anybody can figure out this one
 wedge2211
05-18-2004, 4:21 PM
#6
Single sound files go with the noise or sound key, not soundset. Check the entity window description for more details. if you use soundset, then you must specify one of the sets in sound/sound.txt....  [Read More]
Posted in: See if anybody can figure out this one
 wedge2211
05-17-2004, 3:48 PM
#2
Did you include an edited sound.txt in your pk3? If so, take it out. Don't mess with sound.txt....  [Read More]
Posted in: Cheat Trigger
 wedge2211
05-17-2004, 11:42 PM
#6
That's not so much a cheat at all... You could accomplish the same effect with a cinematic script, unless you for some reason want the camera to then STAY in that backwards-facing position....  [Read More]
Posted in: Texture problems.
 wedge2211
05-17-2004, 11:38 PM
#7
No, somebody figured this out--Eldritch? TGAs do alpha channels, not JPEGs, and I think all you have to do in PS 7 is to leave bits of the image transparent and save as a targa. I think....  [Read More]
Posted in: brush or patch-mesh?
 wedge2211
05-15-2004, 5:27 PM
#3
It more depends on the number of tris drawn than the form of the tris....  [Read More]
Posted in: Harrier II Vehicle Model
 wedge2211
05-22-2004, 2:24 PM
#16
Oh, let the guy finish it....  [Read More]
Posted in: newb question
 wedge2211
05-15-2004, 9:16 PM
#6
Load up the system texture set, it will appear there as a little red square with the words "Physics Clip" on it. Or, go into the surface inspector and type "textures/system/physics_clip"...  [Read More]
Posted in: Candles
 wedge2211
05-19-2004, 10:59 AM
#22
I think an origin of 0, 0, 0 corresponds to the CENTER of an fx_Runner, so you'd want to make the z value negative....  [Read More]
Posted in: Candles
 wedge2211
05-15-2004, 5:25 PM
#17
EffectsEd requires you to un-pk3 the effects and images....  [Read More]
Posted in: New anim Show Case
 wedge2211
05-23-2004, 7:30 PM
#70
I think you could just do that with a trigger... And if you can't do it in-game, you can always have it be a cutscene. Lassev?...  [Read More]
Posted in: Hoth Map with screen shots help needed too!!
 wedge2211
05-16-2004, 11:11 AM
#75
Believe me, recieving a well-tested final version would be WAY better than recieving a half-baked beta, DogGy. Long live the private beta!...  [Read More]
Posted in: A rolling stone?
 wedge2211
05-31-2004, 11:43 AM
#19
Originally posted by |GG|Carl btw, I did something to the 3d view so now you can only see the closest brushes, does anyone know how to make you able to see all brushes again? Turn off cubic clipping....  [Read More]
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